- Not what you were looking for? See Night 3 (disambiguation).
“Hello, hello? Hey you're doing great! Most people don’t last this long. I mean, you know, they usually move on to other things by now. I'm not implying that they died.” |
Night 3 is the third playable night of Five Nights at Freddy's.
Gameplay[]
During this night, the game becomes much more difficult, as hinted by the blurred-out sections of the newspaper, along with the animatronics being much more aggressive. On this night, Chica will leave earlier than Bonnie, whereas Bonnie himself won't move until 2-3 AM (much like in the first night). Freddy Fazbear can become active on this night and catch the player if not monitored carefully.
Strategies[]
Just Close the Left Door[]
There is a method of surviving on Nights 1-3, where the player closes the left door once they have 90% of power left, only to reopen it when they have 8% power left and wait until 6 AM. However, this may not work if Foxy becomes active before the player has 90% power or after the player has 8% power and/or Freddy doesn't play his longer jingle.
The player must also take into account that Freddy can activate on this night, which could be a problem since he comes from the right side and attacks regardless of whether the Monitor is pulled up or not, though it is worth noting that he cannot get into the office unless the monitor is up, the screen is not on Cam 4B, and the right door is open. It may be possible to close the door later in the night and not have to ever open it as Bonnie will not become active on Night 3 until 2-3 AM. However, the player should still remember to close the right door, should Freddy reach the E. Hall Corner.
Cove, Freddy, and Lights[]
The most common strategy for Nights 3 to 6 is for the player to simply do this in the correct order:
- Check Pirate Cove for Foxy.
- Check where Freddy is, as checking on him often can slow him down.
- Check both Hall Lights.
- Check the power.
- Repeat.
Since checking on Bonnie and Chica with the camera can drain power, the player should simply look for them using the hall lights. Bonnie or Chica may enter the Office if the lights aren't checked often. If the doors or lights cannot be used, this means either Bonnie or Chica are inside, and the game will almost certainly end. At this point, the player can only avoid death if they don't check the cameras at all; however, this puts them at risk of Foxy attacking if the left door is jammed.
Freddy navigates the building in this order: Show Stage → Dining Area → Restrooms → Kitchen → East Hall → E. Hall Corner, the same order as Chica. If Bonnie and Chica have left the Show Stage, then the player should check only Pirate Cove and Freddy's current location. If Freddy is in the East Hall Corner, then it is recommended that the player close the right door if they want to view a camera other than CAM 4B, or else Freddy will sneak into the Office. If the player never uses any of the other cameras, it will be impossible for Freddy to enter the Office.
If Freddy's laugh is heard after he has been spotted in the East Hall Corner, the player is viewing another camera, and the right door is open, Freddy has snuck into the Office and will attack at any time. Freddy is definitely in the Office if he cannot be seen or heard on any camera. A faint garbled whispering can be heard when Freddy is in the Office. Often, players are not aware that Freddy is in the Office, so Freddy suddenly attacking while both doors are closed gives the false impression that he can teleport inside.
The player can also tell where Freddy is by counting the number of times he laughs: 1. Dining Area, 2. Restrooms, 3. Kitchen, 4. East Hall, 5. East Hall Corner. When Freddy laughs a sixth time, it signifies that he has moved from the corner, and it is safe to open the door until his laugh is heard again (the player must still be wary of Chica while doing so).
Tips[]
- Chica becomes much more aggressive on this night. Keeping an eye out for her outside of the doors is recommended. The player must remember to use the Hall Lights often.
- Freddy can only enter the office if the right door is open, and the player is viewing another camera. Unlike Bonnie and Chica, Freddy can't sneak into the office if the camera is down.
- If Freddy's on camera 4B, he can't get into the office if he is being viewed on the cameras, even if the right door is open.
- If Pirate Cove is open and empty, the player should close the left door immediately. Otherwise, Foxy will rush into the room and attack.
- Golden Freddy, who seems threatening, actually poses little danger to the player. If a poster in the West Hall Corner changes to a close-up of a golden Freddy Fazbear with empty eye sockets, then Golden Freddy has been triggered to spawn in the Office. Golden Freddy is easily avoided; he can be despawned by bringing up the Monitor and lowering it again. Avoiding him is as simple as not ever switching to the West Hall Corner.
- If Golden Freddy is counted as an active animatronic, this is the only night in the entire game where every animatronic is active.
- Freddy will start moving during this night, so being mindful of his location is recommended. He can catch the player if they underestimate him. He will become an even bigger threat during Night 4.
- While Freddy can move on this night, there is still a high chance that he won't attack.
- If a deep laughing sound is heard, this means Freddy has entered a new room. The sound gets slightly louder the closer he gets to the Office. Freddy can enter the room only if the right door is open and the cameras are not currently viewing him. If Freddy is seen lurking in the E. Hall Corner, he is one step away from getting in, and the player should close the right door when checking the cameras. It is also possible to keep him there by only checking the East Hall Corner camera, but this leaves the player vulnerable to Foxy. The player can close the right door when they check Pirate Cove to counter this.
- Checking only the Show Stage camera can make the night easier for the player, as Freddy will not move as long as the player keeps checking him and Foxy won't move when the camera is up unless he has begun his sprint.
- Foxy should be checked once an hour using this strategy, as unless the player is checking the camera very often, he will most likely become active.
- Freddy and Foxy do not appear in the blindspots. Instead, they approach the Office directly from the East Hall Corner and the West Hall, respectively.
- From this night on, all animatronics are active.
- As Freddy and Foxy should now be the player's highest concern, they should reserve the Monitor for the purpose of checking them. Trying to find Bonnie or Chica on the Monitor can waste power and time. It is recommended that the player checks the Hall Lights before they bring the Monitor up.
- The AI levels for this night are 1-0-5-2. Note that Bonnie's AI is 0, this is probably to ensure that Freddy doesn't move until about 2AM, since Bonnie won't leave Show Stage until 2AM on 0 AI.
Phone Call[]
“Hello, hello! Hey you're doing great! Uh most people don’t last this long. I mean, you know, th-they usually move on to other things by now. Uh, uh, I'm not implying that they died. Th-Th-That’s not what I meant. Uh, anyway I-I better not take up too much of your time. Uh, things start getting real tonight. Uh, h-h-hey listen, I-I had an idea. If you happen to get caught a-and want to avoid getting stuffed into a Freddy suit, uhh, try playing dead! You know, go limp. Then there's a chance that, uh, maybe they’ll think that you're an empty costume instead. Uh, then again, if they think you're an empty costume they might try to... ..stuff a metal skeleton into you. I wonder how that would work. Y-Yeah, never mind, scratch that. I-It's best just not to get caught. Um... o-okay, I-I'll leave you to it. See you on the flip side.
” |
AI Data[]
Animatronic | 12 AM | 1 AM | 2 AM | 3 AM | 4 AM | 5 AM |
---|---|---|---|---|---|---|
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1 | 1 | 1 | 1 | 1 | 1 |
![]() |
0 | 0 | 1 | 2 | 3 | 3 |
![]() |
5 | 5 | 5 | 6 | 7 | 7 |
![]() |
2 | 2 | 2 | 3 | 4 | 4 |
Gallery[]
- Textures